Huge Construct, Neutral
Armor Class 18 (natural armor)
Hit Points 200 (18d12 + 75)
Speed 40 ft., Climb 20 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
17 (+3)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +11, CON +10
Skills Perception +11
Damage Resistances Cold, Fire
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the construct fails a saving throw, it can choose to succeed instead.

Immutable Form. The construct is immune to any spell or effect that would alter its form.

Unusual Nature. The construct doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The construct can use its Deafening Horn. It then makes three attacks: one with its cannons and two with its legs.

Cannons. Ranged Weapon Attack: +11 to hit, reach 60 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Deafening Horn. Each creature within 60 feet of the construct that can hear it it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the construct's Frightful Presence for the next 24 hours.

Charge Cannon (Recharge 5–6). The construct fires its charge cannon.

Charge Cannon. The construct fires its main cannon in an 100-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Magical Shielding. In response to a spell attack missing the golem, it causes that spell to hit another creature within 60 feet of it that it can see.

Legendary Actions

The construct can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Scan. The construct makes a Wisdom (Perception) check.

Stomp. The construct stomps down with one of its 6 legs.

Seismic Charge (Costs 2 Actions). The charges up and unleashes a seismic shockwave. Each creature within 10 feet of the construct must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) thunder damage and be pushed 20ft away.

Habitat: Desert

olliecassidy

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